Remove (INotify)BuildComplete from Attack*
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@@ -39,7 +39,7 @@ namespace OpenRA.Mods.Common.Traits
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public override abstract object Create(ActorInitializer init);
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}
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public abstract class AttackBase : PausableConditionalTrait<AttackBaseInfo>, INotifyCreated, ITick, IIssueOrder, IResolveOrder, IOrderVoice, ISync
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public abstract class AttackBase : PausableConditionalTrait<AttackBaseInfo>, ITick, IIssueOrder, IResolveOrder, IOrderVoice, ISync
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{
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readonly string attackOrderName = "Attack";
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readonly string forceAttackOrderName = "ForceAttack";
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@@ -48,7 +48,6 @@ namespace OpenRA.Mods.Common.Traits
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public IEnumerable<Armament> Armaments { get { return getArmaments(); } }
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protected IFacing facing;
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protected Building building;
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protected IPositionable positionable;
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protected INotifyAiming[] notifyAiming;
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protected Func<IEnumerable<Armament>> getArmaments;
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@@ -66,7 +65,6 @@ namespace OpenRA.Mods.Common.Traits
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protected override void Created(Actor self)
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{
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facing = self.TraitOrDefault<IFacing>();
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building = self.TraitOrDefault<Building>();
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positionable = self.TraitOrDefault<IPositionable>();
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notifyAiming = self.TraitsImplementing<INotifyAiming>().ToArray();
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@@ -115,10 +113,6 @@ namespace OpenRA.Mods.Common.Traits
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if (mobile != null && !mobile.CanInteractWithGroundLayer(self))
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return false;
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// Building is under construction or is being sold
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if (building != null && !building.BuildComplete)
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return false;
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if (Armaments.All(a => a.IsReloading))
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return false;
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